Blender 2.82 Manual
Getting Started
User Interface
Editors
Scenes & Objects
Modeling
Sculpting & Painting
Grease Pencil
Animation & Rigging
Physics
Rendering
Compositing
Tracking & Masking
Video Editing
Files & Data System
Add-ons
Advanced
Troubleshooting
Glossary
About this Manual
Blender 2.82 Manual
Docs
»
Index
Index
Symbols
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
Z
Symbols
3D Mouse
A
Action Safe
Active
Aliasing
Alpha Channel
Ambient Light
Ambient Occlusion
Animation
Anti-aliasing
Armature
Axis
Axis Angle
B
Baking
Bevel
Bézier
Blend Modes
Bone
Boolean
Bounding Box
Bounding Volume Hierarchy
Bump Mapping
BVH
C
Caustics
Child
Chroma
Chromaticities
Chrominance
Clamp
Clamping
Collection
Color Blend Modes
Color Gamut
Color Space
Concave Face
Constraint
Convex Face
Coplanar
Crease
Curve
Cyclic
D
Data User
Depth Of Field
Diffuse Light
Directional Light
Displacement Mapping
Display Referenced
DOF
Double Buffer
E
Edge
Edge Loop
Edge Ring
Empty
Euler
Euler Rotation
F
F-Curve
Face
Face Loop
Face Normal
Fake User
Field of View
Focal Length
Frame Types
G
Gamma
Geometric Center
Gimbal
Gimbal Lock
Global Illumination
Global Space
Glossy Map
H
HDRI
Head
High Dynamic Range Image
I
Index Of Refraction
Interpolation
Inverse Kinematics
IOR
K
Keyframe
Keyframing
L
Lattice
Light Bounces
Local Space
Luminance
M
Manifold
Mask
MatCap
Matte
Mesh
Micropolygons
MIP
Mip-map
Mip-mapping
MIS
Motion Blur
Multiple Importance Sampling
Multisampling
N
N-gon
NDOF
Non-manifold
Non-uniform Rational Basis Spline
Nonlinear Animation
Normal
Normal Mapping
NURBS
O
Object
Object Center
Object Origin
Octahedron
OpenGL
Overscan
P
Parent
Parenting
Particle system
Phong
Pivot Point
Pixel
Pole
Pose Mode
Posing
Premultiplied Alpha
Primaries
Primitive
Procedural Texture
Projection
Proxy
Q
Quad
Quadrangle
Quadrilateral
Quaternion
Quaternion Rotation
R
Radiosity
Random Seed
Ray Tracing
Real User
Refraction
Render
RGB
Rig
Roll
Roll Angle
Rolling Shutter
Roughness Map
S
Scanline
Scene Referenced
Seed
Shading
Smoothing
Specular Light
SSS
Straight Alpha
Subdiv
Subdividing
Subdivision Surface
Subsurface Scattering
Swing
Swing and Twist
T
Tail
Tessellation
Texture
Texture Space
Timecode
Title Safe
Topology
Transforms
Triangle
U
User
UV Map
V
Vertex
Vertex Group
Vertices
Voxel
W
Walk Cycle
Weight Painting
White Point
World Space
Z
Z-buffer
2.82
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